sprintf(buffer, "Press LEFT AND RIGHT TRIGGER then the BLACK
BUTTON to reset");

vga_print(50, 85, buffer);

}//
End while loop

}//End

It really looks like a lot of code, but its not...most of it is just for
displaying information on the screen to the user :)

The real problem is that the gamepad development code is still in development
- yup we have working gamepad in put at the moment, but the gamepad driver is
still in workings. So its performance isn't as good as it could be.
So one thing we an do is put the gamepad polling in a second thread so it
doesn't effect our main loop as much as it should...so I added a second thread
handler in this next demo:

sprintf(buffer, "Press LEFT AND RIGHT TRIGGER then the BLACK
BUTTON to reset");

vga_print(50, 90, buffer);

}//
End while loop

}//End

One further fix! Well I noticed that the second thread doens't need as
much processing power as the main thread! So I had a try at setting the
thread priority's, so that second thread is less priority than our main render
one.

Now I had a number of problems with setting the gamepad thread priority which
I've outlined in the code.